Discernment game and method of play

ABSTRACT

A discernment game is provided, the game including a plurality of cards wherein each of the plurality of cards represent a gift. The game also includes a play surface for positioning a predetermined number of cards from the plurality of cards; a means for identifying each of the predetermined number of cards positioned on the play surface; and a means for ranking a predetermined number of gifts represented on the predetermined number of cards positioned on said play surface. A method of playing the game comprises positioning on a play surface a predetermined number of cards representing gifts; selecting a chosen gift; giving by a first player to a second player one identifying marker corresponding to the chosen gift; ranking in order of preference at least one selected gift; and awarding points to the first and second players if the chosen gift corresponds with the selected and ranked gift.

FIELD OF INVENTION

The present invention relates generally to a game and, moreparticularly, it relates to a game that focuses on the socialinteraction between players of the game.

BACKGROUND OF THE INVENTION

Various types of games known in the art include games of chance, such asroulette; games based on knowledge, such as subject matter specificquestion and answer type games; games based on skill such as poker andchess; and games based on performing certain acts to elicit a correctanswer, such as charades. With respect to board games, such gamestypically involve players performing either a single activity or acollection of multiple activities wherein successful completion of theactivity or activities usually results in scoring and/or furtheringadvancement towards the end goal of the game.

Board game activities typically involve players interacting with otherplayers, the game content, and/or other game components. For example, asingle game activity may involve a player responding to a plurality ofquestions asked by another player. Other single game activities mayfocus on the ability of a player to communicate to another player in anon-spoken manner, such as by acting out a particular role, modeling anobject with clay, or drawing an object for the other player to guesswhat the role or object is. On the other hand, multiple game activitiesmay appeal to a broader spectrum of players having differing skills suchthat players who are less skilled or less interested in any particularsingle activity may still participate and enjoy the game. For example,players may have to blindly select an activity from a number ofdifferent fields of activities and successfully perform a particulartype of task from the selected field of activity in order to advance inthe game. The fundamental feature of such activity based type boardgames, whether it is a single or multiple activity game, is to evaluatea player's skills relating to one or more activities, which determinesthe player's ability or inability to progress through the game.

Undoubtedly, players who are skilled in a particular activity or fieldof activities enjoy the experience of playing activity based games.However, those who lack interest or skill in the particular activity orfield of activities typical of such games find activity based gamesunappealing and even embarrassing to play because of their inaptitude toperform the designated tasks, even if there are multiple fields ofactivities to choose from. Conventional activity based games relating toevaluating knowledge and skill in a field of activity therefore fails toappeal to a broad spectrum of potential players because such games donot cater to people at a general and basic level wherein virtuallyanyone, with or without skills, may play. More specifically, a player'sability or inability to successfully carry out conventional gameactivities may be objectively measured as successful or unsuccessful. Assuch, players who fail to perform a given task may be exposed tojudgment and ridicule by another player. However, if a game activity isbased on a subjective assessment along a continuum of correctness,players may all be successful but at varying levels to determine theplayer's progression through the game.

While most conventional board games inherently provide a socialexperience, such games do not focus on or relate to any interpersonal orsocial interaction between players. Furthermore, such games do notenable players to define and/or uncover the identity of the otherplayers through the process of playing the game. Human interaction inany social context typically enables people to learn about each other.Some are more perceptive than others at discerning personality traits,moral beliefs, likes and dislikes, and other personal characteristicsthat make up the identity of a person. Although a common occurrence inday to day life, the ability to discern the identity of other people hasnot heretofore been the subject matter of a game. For example, thedecision making process involved in selecting a gift to give to anotheris a complex multi-consideration decision process that is largely basedon how well the giver knows the receiver. Giving plays a key role inmodem day culture. There are religious and cultural differences withrespect to giving, but giving is a global phenomenon. The willingness ofpeople to share and exchange possessions with others exists in allsocieties. Regardless of the reasons people give to others, whether itbe motivated by appreciation, commiseration, or acknowledgment,selecting what to give to another may be very challenging. For example,the giver must decide what best symbolizes the giver's intent or conveysthe giver's sentiments and in light of that, the giver must be able toassess what the receiver wants. In today's society, there are manymaterial and non material “gifts” to choose from. Being inundated with avirtually infinite number of choices renders making the right choiceeven more difficult.

Applicant is aware of games that involve players interacting with otherplayers on an interpersonal level. For example, U.S. Pat. No. 5,871,211to Was provides a game that is enhanced by group interactions and in theplaying of which an individual person's thinking style may becategorized into one of four distinct classes.

United States Patent Application Publication No. 2002/0135126 to Marcusprovides a board game where, through a series of questions, playersreveal various character traits to others and learn various charactertraits of others with the potential for finding compatibility betweentwo or more of the players.

United States Patent Publication No. 2004/0212149 to Farmer provides adevelopmental board game and method that includes a playing surface witha plurality of spaces, one or more player tokens, and a manner todetermine how many spaces to proceed. The board game is adapted todevelop behaviour skills for people with developmental disabilities.

U.S. Pat. No. 4,124,214 to Pavis provides a method and apparatus forplaying a game by posing a question to a player to elicit one of severalpossible responses, each of the responses having an answer valuediffering from answer values of other responses. The subject matter ofthe game deals specifically with the subject of dream interpretation.

The problem with existing activity based board games is that theypresume players have a certain level of knowledge or skill to enablethem to successfully and enjoyably play the game, whereas in reality,not all players have such level of skill or knowledge. Furthermore,conventional activity based games reduce the activity down to a simpleright or wrong answer, or successful or unsuccessful outcome, whereas inreality, there is rarely ever a single right answer and the measure ofsuccess is relative. Thus, there exists an unaddressed need for animproved board game wherein players from all walks of life with varyinglevels of skill may enjoy the social experience of playing a board gamewithout performing skill and/or knowledge based tasks. There also existsa need for a game based on interpersonal interaction between players todiscern the mental make-up of other players.

SUMMARY OF THE INVENTION

It is an object of the present invention to provide a game about choicein a way that is personal and relevant to a player's daily life.

It is another object of the present invention to provide a game thatfacilitates social interaction amongst the players

It is another object of the present invention to provide a game whereinplayers may connect with other players with respect to discerning theirwants and needs

It is another object of the present invention to provide a game whereinplayers may obtain an uplifting sense of goodwill and fulfillment bybeing able to discern and satisfy the wants and needs of other playersand for other players to be able to discern and satisfy the wants andneeds of the player.

In accordance with the present invention, a discernment game is providedwherein the game includes a plurality of cards, each of said pluralityof cards representing a gift. A play surface for positioning apredetermined number of cards from the plurality of cards is provided.Means for identifying each of the predetermined number of cardspositioned on the play surface and means for ranking a predeterminednumber of gifts represented on the predetermined number of cardspositioned on the play surface are included.

Each of the plurality of cards includes a first side and a second side.The first side of each card has a first indicia representing the giftand the second side has a second indicia representing a second gift. Theplay surface includes an organization structure such that each of thepredetermined number of cards positioned on the play surface may bereferenced by a unique indicia. The means for identifying is preferablyidentifying markers having a first side and a second side. The firstside of the identifying marker includes a unique indicia correspondingto the unique indicia on the play surface. The means for ranking ispreferably a ranking marker having a first side and a second side.Associated with the first side of the ranking marker is a ranking valuewhich is associated with a point value.

The game may also include a preference board which has an organizationstructure corresponding to the organization structure of the playsurface. The ranking marker may be positioned on the preference board soas to attribute the ranking value to at least one gift represented bythe predetermined number of cards on the play surface. The game may alsoinclude a score board and a game marker wherein the game marker ismaneuverable along the score board to record advancement through thegame. The game may also include at least one blocking card foreliminating one of the gifts on the playing surface and at least onemultiplication card for increasing the point value.

A game kit is also provided, the game kit including a plurality ofcards, each of the plurality of cards representing at least one gift andinstructions for using the plurality of cards in a game. The gameincludes a play surface for positioning a predetermined number of cardsfrom the plurality of cards; means for identifying each of thepredetermined number of cards positioned on the play surface; and meansfor ranking a predetermined number of gifts represented by thepredetermined number of cards positioned on the play surface.

In accordance with the present invention, the method of playing thediscernment game includes the steps of:

-   a) positioning on a play surface a predetermined number of cards    selected from a plurality of cards, each of the plurality of cards    representing at least one gift;-   b) selecting at least one chosen gift from among the plurality of    cards representing at least one gift positioned on the play surface;-   c) giving from a first player of the game to a second player of the    game one identifying marker selected by the first player from among    a plurality of identifying markers for identifying each of the    predetermined number of cards positioned on the play surface, the    one identifying marker corresponding to the at least one chosen    gift;-   d) associating in order of preference by the second player at least    one ranking marker with at least one gift selected from among the    plurality of cards representing at least one gift positioned on the    play surface;-   e) awarding a predetermined number of points to the first player if    the one identifying marker corresponding to the at least one chosen    gift corresponds with the at least one selected gift selected by the    second player; and-   f) awarding a predetermined number of points to the second player if    the at least one chosen gift corresponds with the at least one    selected gift.

BRIEF DESCRIPTION OF THE DRAWINGS

The foregoing aspects and many of the attendant advantages of thisinvention will become better understood by reference to the followingdetailed description, when taken in conjunction with the accompanyingdrawings, wherein:

FIG. 1 is a perspective view of a discernment game in accordance with afirst embodiment of the present invention;

FIG. 2 is a plan view of the front side of a first example of a giftcard in accordance with the first embodiment of the invention;

FIG. 3 is a plan view of the front side of a second example of the giftcard shown in FIG. 2;

FIG. 4 is a plan view of a playing surface in accordance with the firstembodiment of the invention, showing a plurality of gift cards laid outon the playing surface;

FIG. 5 is a plan view of a preference board in accordance with the firstembodiment of the invention, showing a plurality of preference markerson the preference board;

FIG. 6 is a top view of a preference marker in accordance with the firstembodiment of the invention;

FIGS. 7 a is a bottom view of a first example of the preference markeras seen in FIG. 6, depicting a first value;

FIGS. 7 b is a bottom view of a second example of the preference markeras seen in FIG. 6, depicting a second value;

FIGS. 7 c is a bottom view of a third example of the preference markeras seen in FIG. 6, depicting a third value;

FIGS. 7 d is a bottom view of a fourth example of the preference markeras seen in FIG. 6, depicting a fourth value;

FIG. 8 is a plan view of a preference board in accordance with the firstembodiment of the invention;

FIG. 9 is a plan view of a scoreboard in accordance with the firstembodiment of the invention;

FIG. 10 a is a perspective view of a score counter in accordance withthe first embodiment of the invention;

FIG. 10 b is a perspective view of a score counter in accordance with analternative embodiment of the invention;

FIG. 11 a is a plan view of a front side of a first example of a gifttoken in accordance with the first embodiment of the invention,depicting a first unique identification corresponding to a gift cardpositioned on the playing surface;

FIG. 11 b is a plan view of a front side of a second example of the gifttoken shown in FIG. 11 a, depicting a second unique identificationcorresponding to a gift card positioned on the playing surface;

FIG. 11 c is a plan view of a front side of a third example of the gifttoken shown in FIG. 11 c, depicting a third unique identificationcorresponding to a gift card positioned on the playing surface;

FIG. 12 is a plan view of a rear side of the gift token shown in FIG. 11a;

FIG. 13 is a plan view of a front side of an example of a blocking card;

FIG. 14 is a plan view of a front side of an example of a firstmultiplication card; and

FIG. 15 is a plan view of a front side of an example of a secondmultiplication card.

DETAILED DESCRIPTION OF EMBODIMENTS OF THE INVENTION

With reference to FIGS. 1 to 12, the discernment game 1 according to afirst and preferred embodiment of the present invention includes aplaying surface 10, a plurality of cards 20, a set of gift markers 30,and a set of choice markers 40. Preferably, game 1 further includes aplurality of preference boards 50, a score board 60, and a plurality ofscore markers 70.

As shown in FIG. 1, playing surface 10 is preferably a game board thatmay be supported on a table top or any relatively flat surface. In anembodiment of the invention, playing surface 10 may be mounted on aspinning pedestal such that playing surface 10 may be rotated by eachplayer to clearly view the predetermined number of individually selectedcards 25 positioned on playing surface 10. As seen in FIG. 1, playingsurface 10 is generally square in shape and includes an organizationsystem on a first side of playing surface 10 such as a grid-likestructure. Preferably, each section of the grid is associated with oneor more unique indicia 12 such as a number, a symbol, or a colour. Apredetermined number of individually selected cards 25 taken fromplurality of cards 20 may be positioned on playing surface 10 in eachgrid section such that each individually selected card 25 positionedwithin each grid section is associated with and may be identified byunique indicia 12 on playing surface 10. Other geometricalconfigurations of playing surface 10, such as rectangular, triangular,and rhomboidal are within the scope of the present invention.Alternative and/or additional means for identifying each individuallyselected card 25 are also contemplated and within the scope of thepresent invention. For example, each unique indicia 12 associated witheach grid section of play surface 10 may include a combination of aspecific colour, number, and/or symbol. In an alternative embodiment ofthe invention not shown in the figures, unique indicia 12 includes acombination of different colours and numbers.

Playing surface 10 may be made of any rigid or semi rigid material suchas cardboard or plastic. Alternatively, playing surface 10 may be anygenerally flat surface such that a game board may not be necessary. Forgreater clarity, the predetermined number of individually selected cards25 may be positioned directly on any generally flat surface such as atable top, a floor surface, or the seat of a chair. The generally flatsurface may include an organization system involving an explicitly drawngrid or an organization system in which players imagine a grid. In suchalternative embodiment where a game board is not used, means foridentifying each individually selected card 25 by way of unique indicia12 may include player assigned identifiers, such as object markers,drawn identifiers, or implicit identifiers defined by positions on theorganization system.

In another embodiment of the invention not shown in the figures,discernment game 1 may be configured as a multi-media game andtherefore, other alternative configurations of playing surface 10, suchas a graphical user interface for a computer based playing environment(e.g., a software game for a personal computer or for a computernetwork) or a wall display for a television-based playing environment, areality TV show where contestants learn about each other in order togive the right gifts or other TV variations thereof, or a browser-basedgame, are also within the scope of the present invention.

As seen in FIGS. 1 to 4, each card 22 of the plurality of cards 20includes a first side and a second side. On the first side of each card22, there is a unique indicia 24 representing a unique gift. Each uniqueindicia 24 represents a different gift from every gift represented byall other unique indicia 24. Indicia 24 may be an image or visualrepresentation of the subject matter of the gift or a writtendescription of the subject matter of the gift. Preferably, indicia 24includes an image and a written description 24 a of the subject matterof the gift. Without intending to be limiting, a gift is definedthroughout this application as anything an individual may desire inreality or in fantasy. For example, a gift may be a material object,such as a watch or a mansion; a service, such as a cosmetic surgicalprocedure or a spa package; an opportunity to support a cause, such asdonating to a charitable organization or volunteering to work for arelief effort; an activity such as learning to cook or skydiving; a job,such as a CEO position with an international organization or a politicalappointment; a fantasy, such as owning a unicorn or riding a dragon; ora travel opportunity such as a trip around the world or an Africansafari.

In the first embodiment of the invention, on the second side of eachcard 22 is a second unique indicia 26 representing a gift different fromthe gift represented by indicia 24 on the first side of each card 22.Preferably, second unique indicia 26 on the second side of each card 22is different from any other indicia represented on the remaining cardsin plurality of cards 20. Similar to indicia 24, preferably, indicia 26includes an image and a written description 26 a of the subject matterof the gift.

In an alternative embodiment of the invention, the second side of eachcard 22 may be a category indicia 27 representing the general categoryof gifts represented by indicia 24. For example, the gifts representedby indicia 24 on the first side of each card 22 may be divided into fourgeneral value groupings. In such an example, category indicia 27 may bea first, second, third, and fourth unique colour representing aninexpensive gift, a moderate value gift, an expensive gift, and aluxurious gift, respectively. Category indicia 27 may be a symbol or anumber or a combination of colour, symbol, and/or colour. As a furtherexample, category indicia 27 may be a first, second, and third uniquecolour representing a blue collar job, a white collar job, and agovernment position, respectively. In the first and preferredembodiment, each card 22 depicts indicia 24, 24 a on a first side andindicia 26, 26 a on a second side of each card 22 wherein both sides ofcard 22 also includes category indicia 27 representing the category ofthe gifts, as seen in FIGS. 2 and 3.

Plurality of cards 20 may be organized in separate decks, based oncategory indicia 27 such that all cards from a first category are in onedeck and all cards from a second category are in a second deck. Eachdeck may be stored within a container. In the first embodiment of theinvention shown in FIG. 1, plurality of cards 20 are organized into fourseparate decks 20 a, 20 b, 20 c, and 20 d and stored in boxes 28 a, 28b, 28 c, and 28 d, respectively. Each of the deck of cards 20 a, 20 b,20 c, and 20 d contains a plurality of individual cards 22 wherein,preferably, each card 22 includes first unique indicia 24, 24 a on thefirst side, second unique indicia 26, 26 a on the second side, andcategory indicia 27 on both sides of each card 22. Each of the deck ofcards 20 a, 20 b, 20 c, and 20 d represents a general category of gifts,as discussed above, as identified by category indicia 27. As describedin greater detail below, a set of category cards 35 may be provided todetermine which deck of cards will be used in each round of play. In theembodiment where plurality of cards 20 are organized into four differentcategories, category cards 35 may include four cards, each cardrepresenting each category. Alternatively, category cards 35 may includea plurality of cards wherein each category is equally represented withinthe plurality of cards. Category cards 35 may be shuffled or otherwiserandomized such that a randomly selected card from category cards 35will dictate which of the deck of cards 20 a, 20 b, 20 c, and 20 d willbe used to select predetermined number of individually selected cards 25for a particular round play. Category cards 35 may include categoryindicia 27 on a first side and a neutral indicia on a second side orcategory indicia 27 on both sides.

Although each deck of cards 20 a, 20 b, 20 c, and 20 d represents ageneral category, each indicia 24 on the first side of each card 22 andindicia 26 on the second side of each card 22 within each deck depicts awide range of items within the general category. For example, each card22 of each deck 20 a, 20 b, 20 c, and 20 d may be categorized intosubsets of distinct gifts such as products or services. Each card 22 ofeach deck 20 a, 20 b, 20 c, and 20 d may be further categorized intoadditional subsets of distinct gifts such as predominantly malepreferred gifts, predominantly female preferred gifts, and giftspreferred by both sexes. Preferably, each deck of cards 20 a, 20 b, 20c, and 20 d includes a balanced mix of gifts in each general valuegrouping so as to appeal to a broad spectrum of players, regardless ofgender, age, culture, or any type of persuasion.

In an embodiment of the present invention, expansion packs todiscernment game 1 may be provide wherein more gifts of differentcategories and/or specialized gifts may be added as new decks of cards.For example, an additional deck of cards representing one dollar giftsor an additional deck of cards representing flea market finds may beadded. Alternatively, additional decks of cards may be provided totarget a specific demographic or interest group such as cards that caterto children, teens, or seniors or cards that cater to dog lovers, movielovers, or history buffs. In another embodiment of the invention,another extension pack to support more players may be provided such thatadditional players may concurrently play discernment game 1. In anembodiment of the invention, discernment game 1 supports between two tosix concurrent players and the additional extension pack may supportbetween seven to ten concurrent players. The maximum of ten players isnot intended to be limiting.

In an embodiment of the invention, there are nine gift markers 30 in aset, corresponding to the nine grid sections of playing surface 10. Asshown in FIGS. 11 a to 11 c and 12, gift markers 30 are identifyingmarkers having a first and a second side. On the first side of each giftmarker 30, there is an indicia 32 corresponding to each unique indicia12 associated with each grid section of play surface 10. On the secondside of each gift marker 30 is a neutral indicia 34 such as a visualrepresentation of a gift. Neutral indicia 34 on the second side of eachgift marker 30 may be an image or a word or anything that does notsuggest or hint at what indicia 32 is on the first side of each giftmarker 30. Each gift marker 30 corresponds to each section of the gridof play surface 10 such that each gift marker 30 may be attributed toeach gift represented by indicia 24 or 26 on each individually selectedcard 25 positioned on play surface 10. As discussed in greater detailbelow, a player may give to another player a gift marker 30corresponding to the gift the player has chosen to give to the player.When giving the gift marker 30 corresponding to the chosen gift, thefirst side of the gift marker 30 is concealed such that the playerreceiving the gift marker 30 may only see neutral indicia 34 on thesecond side of gift marker 30 so that the receiving player does not knowwhat the chosen gift is. Preferably, gift markers 30 are rigid chips,similar to poker chips. Alternatively, other means for identifying eachsection of the grid and giving the gift to another player may be usedsuch as the use of pen and paper for writing gift tags to give to thereceiving player.

As shown in FIGS. 6 and 7 a to 7 d, in an embodiment of the invention,there are four choice markers 40 in a set. Choice markers 40 are rankingmarkers having a first and a second side. On the first side of eachchoice marker 40, there is an indicia 42 corresponding to a rankingvalue. In an embodiment of the invention, the ranking value includesfirst, second, third, and a penalty. As shown in FIG. 7 d, indicia 46corresponding to the penalty are the words “No Way”. Ranking values maybe represented by words or numerically or in any manner that conveys aform of ranking. Each ranking value may be associated with a uniquepoint value indicia 48. As described in greater detail below, indicia 42corresponding to the highest ranking value, such as first, is associatedwith a highest point value indicia 48, such as three points and indicia42 corresponding to the lowest ranking value, such as third, isassociated with a lowest point value indicia 48, such as one point.Indicia 46 corresponding to the penalty ranking value is associated witha deduction point value indicia 48, such as minus four points. In analternative embodiment, an additional five choice markers 40 may beincluded in the set wherein the additional five choice markers 40 eachhave a zero ranking value indicia 42 and a zero point value indicia 48.

On the second side of each choice marker 40 is a neutral indicia 44 suchas a visual representation of a podium. Neutral indicia 44 on the secondside of each choice marker 40 may be an image or a word or anything thatdoes not suggest or hint at what ranking value is on the first side ofeach choice marker 40. Similar to gift markers 30, preferably, choicemarkers 40 are rigid chips, similar to poker chips. Alternatively, othermeans for ranking may be used such as the use of pen and paper to writedown the preferences.

During a round of play, a predetermined number of individually selectedcards 25 are placed on play surface 10 such that the gifts depicted onindividually selected cards 25 by indicia 24, 26 may be ranked by eachplayer. At least one gift must be ranked or selected by each player. Inan embodiment of the invention, four gifts may be selected and rankedaccording to the preference of each player. For greater clarity, in eachset of choice markers 40, one choice marker 40 a corresponds to a rankvalue of first, one choice marker 40 b corresponds to a rank value ofsecond, one choice marker 40 c corresponds to a rank value of third, andone choice marker 40 d corresponds to a penalty rank value. In anembodiment of the invention, each rank value is associated with apredetermined number of points. Preferably, the rank value of first isattributed with three points or the highest number of points; the rankvalue of second is attributed with two points or any number of pointsless than the highest number of points; the rank value of third isattributed with one point or any number of points less than the numberof points attributed to the rank value of second; and the penalty rankvalue is attributed with a deduction of a predetermined number of pointssuch as a deduction of four points.

As discussed in greater detail below and as seen in FIG. 5, each playershould indicate the rank of the selected gifts in order of preference.In an embodiment of the invention, each choice marker 40 may bepositioned on preference board 50 such that the first side of choicemarker 40 is concealed so that the other players may only see neutralindicia 44 on the second side of choice marker 40. If a player receivesa gift marker 30 from another player corresponding to one of theselected and ranked gifts, as identified by choice marker 40 onpreference board 50, both players will be awarded a predetermined numberof points. For example, the player giving the selected and ranked giftis awarded “giving points” equivalent to the number of points attributedto the rank value associated with the selected and ranked gift and theplayer receiving the selected and ranked gift is awarded “receivingpoints” equivalent to the number of points attributed to the rank valueassociated with the selected and ranked gift. If a player receives agift marker 30 from another player corresponding to the penalty rankvalue, both players, the gift giver and the gift receiver will bepenalized by having points deducted.

As shown in FIGS. 5 and 8, preference board 50 is generally rectangularin shape and includes an organization system that corresponds to theorganization system of play surface 10. In an embodiment of theinvention, preference board 50 includes a grid-like structure having anindicia 52 such as a number, a symbol, or a colour associated with eachsection of the grid wherein each indicia 52 corresponds to indicia 12 onplay surface 10. Similar to play surface 10, preference board 50 may bemade of rigid or semi rigid material such as cardboard or plastic whichmay be supported on a table top or any relatively flat surface. In anembodiment of the invention, each player has their own preference board50 to rank their selected gifts from individually selected cards 25 onplay surface 10 by positioning choice markers 40 on preference board 50.Choice markers 40 may be positioned on each section of the grid ofpreference board 50 in the manner described above and in greater detailin the method of play section.

As shown in FIG. 9, score board 60 is generally rectangular in shape andmay be made of the same rigid or semi rigid material as play surface 10and preference board 50. In an embodiment of the invention, score board60 includes two paths 62 and 64 wherein a first path 62 records aplayer's advancement with respect to giving gifts and a second path 64records the player's advancement with respect to receiving gifts. Eachpath 62, 64 includes a plurality of cells 65 beginning from a startingpoint 66, 67, respectively and terminating at a winner's circle 69. Inan alternative embodiment, score board 60 may include only one pathalthough preferably, the two path scoring system may be used to measurea player's progress with respect to two separate and distinct skills,giving and receiving. More particularly, first path 62 tracks a player'sability to give and second path 64 tracks a player's ability to receive.In an embodiment of the invention, to win, a player must progressthrough score board by scoring on both paths 62, 64 until the playerreaches winner's circle 69 on both paths. In an embodiment, each playermay be given an individual score board 60 although, preferably, acentral scoreboard may be provided wherein the advancement of eachplayer may be recorded on a single scoreboard 60.

As shown in FIGS. 10 a and 10 b, score markers 70 may be placed on scoreboard 60 over the cells 65 so as to keep track of a player'sadvancement. In an embodiment of the invention, score markers 70 maydefine an aperture wherein the aperture corresponds to the size of cells65 such that the score represented by each cell 65 may be visiblethrough the aperture. Alternatively, as seen in FIG. 10, score marks 70may be an object having varying geometrical configurations to representeach player. In an embodiment of the invention, each player is given twoscore markers 70, one for each path 62, 64.

Additional game pieces may be provided to generate more interestingdynamics within the game. For example, in an embodiment of theinvention, a blocking card 80 or blocking chip may be provided to eachplayer wherein each player may have a one time opportunity, at any pointduring any round of play, to prevent other players from receiving orlosing points. As described in greater detail below, blocking card 80 orblocking chip may be used to effectively eliminate a single gift onplaying surface 10 such that no other players may gain or lose anypoints if it is a selected and ranked gift. In another embodiment of theinvention, at least one multiplication card or chip may be provided toeach player wherein each player may have a one time opportunity duringany round of play to increase their receiving points or giving points bya predetermined amount. Preferably, two multiplication cards 82, 84 orchips are provided to each player, one for increasing receiving pointsand one for increasing giving points. As described in greater detailbelow, preferably, multiplication cards 82, 84 or chips is played priorto scoring of any particular round.

Method of Play

The method of game play may be best understood by referring to FIGS. 1to 12. To play game 1, there must be two or more players, up to amaximum of ten players in the preferred embodiment, although the numberof players is not intended to be limiting.

To set up game 1, each player is given a set of gift markers 30, a setof choice markers 40, a personal preference board 50, and a pair ofscore markers 70 for tracking each player's receiving and giving points.Preferably, each set of gift markers 30, choice markers 40, personalpreference board 50, and scoreboard 60 are associated with a colour sothat each player may be identified by colour or by other distinguishingmeans such as a symbol. Next, one or more players shuffle category cards35 and place them face down on playing surface 10. Category indicia 27represented on the top card of category cards 35 determines whichcategory of cards from deck of cards 20 a, 20 b, 20 c, and 20 d will beused for each round of play. After deciding which deck of cards 20 a, 20b, 20 c, and 20 d will be used, a predetermined number of individuallyselected cards 25 will be taken from the selected deck and placed onplaying surface 10. In an embodiment of the invention, a player may bedesignated a decision maker to decide whether the gift represented byindicia 24 or the gift represented by indicia 26 will be displayed onplay surface 10. The role of decision maker may be rotated to the nextplayer at the beginning of the next round of play.

Play begins with all players placing each of their pair of score markers70 on each of the start positions 66, 67 of first and second paths 62,64, respectively. Players complete as many rounds of play as neededuntil a winner emerges. In an embodiment of the invention, a winneremerges when both score markers 70 belonging to a single player hasentered winner circle 69.

By way of example in which eight players are playing, the predeterminednumber of individually selected cards 25 to be laid out on play surface10 is nine. As such, nine gifts depicted by indicia 24 or 26 are laidout on play surface 10 by one or more players. As shown in FIG. 4, playsurface 10 defines a three by three grid wherein indicia 12 are numbers.The numbers ‘1’, ‘2’ and ‘3’, refer to the three gifts on the first row,‘1’ referring to the first gift, ‘2’ referring to the second, and ‘3’referring to the third. The second row is referenced in the same way bythe numbers ‘4’, ‘5’, and ‘6’, and in the third row, by the numbers ‘7’,‘8’ and ‘9’. The number of gifts used may be varied accordingly if thereare fewer players, as discussed in greater detail below. Preferably,individually selected cards 25 are laid out from left to right, one rowat a time.

In a preferred embodiment, a round is played out by all the playersconcurrently in the following manner:

A) Preparing Each Round

-   i) One or more players shuffle or otherwise randomize category cards    35 and place them face down on playing surface 10. One or more    players turn over the top card of category cards 29 and thereby    determine which category of gifts from deck of cards 20 a, 20 b, 20    c, and 20 d will be used for each round of play.-   ii) The designated decision maker positions the predetermined number    of individually selected cards 25 onto the grid or other organizing    system of playing surface 10. The predetermined number of    individually selected cards 25 depends on the number of players, as    described in greater detail below. The decision maker also decides    which gift, as represented by indicia 24 or indicia 26, will be    positioned on playing surface 10. The role of decision maker rotates    clockwise to the next player after each round of play.-   iii) The players ensure that each player has a complete set of gift    markers 30 at the beginning of each round, as they may have been    given to other players during previous rounds.-   iv) The players ensure that each player has a complete set of choice    markers 40 at the beginning of each round.-   v) Players may discard any spare gift markers 30 that may not be    used. For example, if only seven gifts are displayed on play surface    10, gift markers 30 corresponding to the sections of the grid of    play surface 10 that do not have gifts displayed may be discarded.    B) Giving Gifts-   vi) Each player chooses, from among the selection of gifts displayed    on play surface 10, which gift to give to each of the other players,    based on what each player believes the other players may want. For    example, gift selection may be based on pure speculation or gift    selection may be based on prior knowledge one player has of another    player. In a preferred embodiment, players can only give each gift    once thereby forcing players to make some tough choices.-   vii) When a player has decided which gift to give to each player,    the player locates the gift markers 30 that correspond with each    gift, as identified by indicia 12 on play surface 10. For example,    if there are four players, each player selects a gift for each of    the other three players and locates the three selected gift markers    30 that correspond with each of the selected gifts on play surface    10. Indicia 32 of each of the selected gift markers 30 correspond to    unique indicia 12 associated with the gift displayed on the play    surface 10 that the player has chosen to give to each of the other    three players.-   viii) Each of the selected gift markers 30 are then distributed to    each of the other players face down such that only neutral indicia    34 on the second side of gift marker 30 is visible to all players.    Each player should give one gift marker 30 to each other player.    C) Making Choices for Personal Preferences-   ix) Players may then select and rank the gifts displayed on play    surface 10 based on their personal preferences by positioning choice    markers 40 on preference board 50. Both tasks of giving and    selecting and ranking may be completed in any order, but preferably,    the giving of gifts should precede the ranking of gifts. In either    embodiment, both tasks must be completed before scoring can begin.-   x) In the first embodiment of the invention, each player places all    their choice markers 40 on the position of preference board 50 that    corresponds to the gift having the ranking indicated by indicia 42    of the placed choice marker 40. Choice marker 40 may be placed face    down on preference board 50 such that only neutral indicia 44 is    visible to the other players. The players may choose to place their    choice markers 40 in a sequential order other than in order of rank    so as to keep the identity of each choice marker 40 a closely    guarded secret. In another embodiment, players may select their top    three preferences and penalty gift and place the corresponding    choice markers 40 denoting first, second, and third rank value and    penalty rank face up onto preference board 50 after the gift giving    component of the game has been completed.-   xi) In the embodiment that provides for choice markers 40 having a    rank value of zero, players also place such zero rank value choice    markers 40 face down on positions not associated with their top    three choices so as to obscure the actually selected and ranked    gifts.    D) Scoring Gifts to Complete the Round-   xii) Each player takes turn revealing their preferences by turning    over choice markers 40 on their preference board 50.-   xiii) Each gift marker 30 is also turned over to reveal the gift    each player has given to each of the receiving players. The color    associated with each gift marker 30 indicates which player gave each    gift.-   xiv) The player that gives gift marker 30 corresponding to a gift    the receiving player has selected and ranked is awarded a    predetermined amount of ‘giving’ points equal to the point value of    indicia 48 displayed on the second side of the choice marker 40, and    may advance their score marker 70 along first path 62 on score board    60.-   xv) The player receiving a gift marker 30 that corresponds with a    selected and ranked gift is also awarded a predetermined amount of    ‘receiving’ points equal to the point value of indicia 48 displayed    on the second side of the choice marker 40, and may advance their    score marker 70 along second path 64 on score board 60.-   xvi) In an embodiment of the invention, if gift marker 30    corresponds to a gift given a rank value of first, three giving    points are awarded to the player giving the gift and three receiving    points are awarded to the receiver of the gift. If gift marker 30    corresponds to a gift given a rank value of second, two giving    points are awarded to the player giving the gift and two receiving    points are awarded to the receiver of the gift. If the gift marker    30 corresponds to a gift given a rank value of third, one giving    point is awarded to the player giving the gift and one receiving    point is awarded to the receiver of the gift. For greater clarity,    when one player scores for giving, the receiving player also scores    for receiving. Both such players are awarded the same points.-   xvii) If the gift marker 30 corresponds to a gift having a penalty    rank value, four points are deducted from the player giving the    gift. The receiver of the gift is not penalized for receiving the    gift selected and ranked to have a penalty rank value.-   xviii) In an embodiment of the invention, points may be deducted if    a player gives a gift that another player does not want or has not    selected and ranked at all. This point deduction will impact both    the giver and the receiver who will both lose one giving point for    giving an unwanted gift. A players total giving points cannot drop    below zero.-   xix) In another embodiment of the invention, no further points will    be awarded to a player if the player receives the same gift from at    least three other players. This only impacts the receiver who will    not receive any further points for selecting a predictable gift.-   xx) If one score marker 70 of a player has already reached the    winner's circle 69, the player may not advance that one score marker    70 past this point and accumulate more points, but can lose points    if they do not give gifts that other players want to receive as    outlined above.-   xxi) The winner is the first player having both score markers 70 in    the winner's circle 69 on scoreboard 60. For example, if score    marker 70 on path 62 reaches winner's circle 69 after a round of    play, the player has not won. If score marker 70 on path 64 also    reaches winner's circle 69 in a subsequent round, the player wins    the game.-   xxii) In the preferred embodiment the number of points required to    reach the winner's circle 69 is twenty-six, although the number of    points may be varied to achieve a desired duration of the game.-   xxiii) If a winner has not emerged by the end of a round then the    players may simply play another round.-   xxiv) For every subsequent to a round of play, the player first to    reveal the ranked and given gifts to begin the scoring process is    the player clockwise adjacent to the player who performed such tasks    in the preceding round of play. For the first round, the player    first to reveal the ranked and given gifts to begin the scoring    process is randomly selected.    E) Variations on Scoring

In the embodiment where a blocking card or blocking chip is provided toeach player, a player may at any time during any round apply theblocking card to a single gift displayed on playing surface 10. Asdescribed above, the use of blocking card 80 or blocking chipeffectively eliminates a single gift on playing surface 10. By placingblocking card 80 on the gift to be blocked, none of the other playersmay gain or lose any points for giving or receiving the blocked gift. Inan embodiment of the invention, blocking card 80 may be known as an ‘Outof Stock’ card. For example, the Out of Stock card may be placed on agift by a player after receiving high giving points for a gift so as toprevent the following players from being awarded the same points thatmay allow them to enter winner's circle 69. Alternatively, the Out ofStock card may be used to prevent another player from being awardedextra points because of the use of the multiplication card, describedbelow. Preferably, the Out of Stock card may be played a limited numberof times by each player during the game, including being played onlyonce by each player during the game.

In the embodiment where at least one multiplication card or chip isprovided to each player, a player may apply the multiplication card to agift to receive a greater predetermined number of points for giving orreceiving a ranked gift. Preferably, the multiplication card doubles thepoints awarded or doubles the points deducted for the gift to which themultiplication card is applied. In an embodiment of the invention, themultiplication card may be known as a ‘Joker’ card and preferably, eachplayer is given a “Giving Joker” 82 and a “Receiving Joker” 84, as shownin FIGS. 14 and 15. The Giving Joker 82 may be placed on gift marker 40or otherwise associated with gift marker 40 when giving a gift toanother player and the Receiving Joker 84 may be placed on choice marker30 or otherwise associated with choice marker 30 when selecting andranking a gift. For example, if a player is confident that a chosen giftfor a particular player is going to be a gift highly ranked by suchparticular player, the player may associate Giving Joker 82 with giftmarker 40 corresponding to the chosen gift and potentially be awardeddouble the number of points attributed with the rank value of the chosengift. However, if Giving Joker 82 is applied to a gift and given to aplayer that has ranked the same gift with the penalty value, the givingplayer will have double the number of points deducted. The Giving Joker82 must be applied before the other player reveals its choice markers30. Similar to Giving Joker 82, a player may apply or otherwiseassociate Receiving Joker 84 with a ranked gift that the playeranticipates other players will likely give so as to potentially beawarded double the number of points attributed with the rank value ofthe ranked gift.

F) Variations Based on the Number of Players

Preferably, the number of gifts are linked to the number of players asfollows: Number of players 2 3 4 5 6 7 8 9 10 Number 9 7 7 7 8 8 9 9 9of Gifts per round Layout 123 123 123 123 123 123 123 123 123 of 456 456456 456 456 456 456 456 456 Gifts 789 7 7 7 78 78 789 789 789

In the exemplary case of two, eight, nine or ten players, thepredetermined number nine of gift cards 25 are positioned, before thestart of each round of play, on the nine grids of the playing surface10. In the exemplary case of three, four or five players, thepredetermined number seven of gift cards 25 are positioned, before thestart of each round of play, on the seven grids indicated by the uniqueindicia 12 as grids one to seven. In the exemplary case of six or sevenplayers, the predetermined number eight of gift cards 25 are positioned,before the start of each round of play, on the eight grids indicated bythe unique indicia 12 as grids one to eight.

From the foregoing description, it may be seen that a game formed inaccordance with the present invention incorporates many novel featuresand offers significant advantages over those currently available. Whilethe presently preferred embodiment of the invention has been illustratedand described, it is to be understood that within the scope of theappended claims, various changes can be made therein without thedeparting from the scope of the invention.

1. A game for playing by two or more players, the game comprising: a) aplurality of cards, each of said plurality of cards representing atleast one gift; b) a play surface for positioning a predetermined numberof cards from said plurality of cards; c) means for identifying each ofsaid predetermined number of cards positioned on said play surface; andd) means for ranking a predetermined number of gifts represented by saidpredetermined number of cards positioned on said play surface.
 2. Thegame of claim 1 wherein each of said plurality of cards comprises afirst side and a second side, said first side having a first indiciarepresenting a first gift, said second side having a second indiciarepresenting a second gift.
 3. The game of claim 2 wherein said playsurface comprises an organization structure such that each of saidpredetermined number of cards positioned on said play surface may bereferenced by a unique indicia.
 4. The game of claim 3 wherein saidmeans for identifying comprises a plurality of identifying markerscomprising first and second marker sides, each said first marker sidehaving a unique indicia corresponding to each of said unique indicia onsaid play surface.
 5. The game of claim 4 wherein said means for rankingcomprises a ranking marker, said ranking marker comprising a firstranking marker side and a second ranking marker side, said first rankingmarker side having associated therewith a ranking value.
 6. The game ofclaim 5 wherein said ranking value is associated with a point value. 7.The game of claim 6 further comprising a preference board, saidpreference board comprising a preference board organization structurecorresponding to said organization structure of said play surface
 8. Thegame of claim 7 wherein said ranking marker may be positioned on saidpreference board so as to attribute said ranking value to at least onegift represented by said predetermined number of cards on said playsurface
 9. The game of claim 8 further comprising a score board and agame marker, said game marker being maneuverable along said score boardto record advancement through the game.
 10. The game of claim 9 furthercomprising at least one blocking card for eliminating one of said giftson said playing surface
 11. The game of claim 10 further comprising atleast one multiplication card for increasing said point value.
 12. Agame kit, the game kit comprising: a) a plurality of cards, each of saidplurality of cards representing at least one gift; and b) instructionsfor using said plurality of cards in a game, said game comprising a playsurface for positioning a predetermined number of cards from saidplurality of cards; means for identifying each of said predeterminednumber of cards positioned on said play surface; and means for ranking apredetermined number of gifts represented by said predetermined numberof cards positioned on said play surface.
 13. A method of playing agame, said method comprising the steps of: a) positioning on a playsurface a predetermined number of cards selected from a plurality ofcards, each of said plurality of cards representing at least one gift;b) selecting at least one chosen gift from among said plurality of cardsrepresenting at least one gift positioned on said play surface; c)giving from a first player of the game to a second player of the gameone identifying marker selected by said first player from among aplurality of identifying markers for identifying each of saidpredetermined number of cards positioned on said play surface, said oneidentifying marker corresponding to said at least one chosen gift; d)associating in order of preference by said second player at least oneranking marker with at least one gift selected from among said pluralityof cards representing at least one gift positioned on said play surface;e) awarding a predetermined number of points to said first player ifsaid one identifying marker corresponding to said at least one chosengift corresponds with said at least one selected gift selected by saidsecond player; and f) awarding a predetermined number of points to saidsecond player if said at least one chosen gift corresponds with said atleast one selected gift.
 14. The method of claim 13 wherein the step ofpositioning on said play surface said predetermined number of cardsselected from said plurality of cards comprises referencing each of saidpredetermined number of cards positioned on said play surface by one ofa plurality of unique indicia of an organization structure of said playsurface.
 15. The method of claim 14 wherein the step of associating inorder of preference by said second player said at least one rankingmarker with said at least one selected gift comprises positioning saidat least one ranking marker on a preference board in accordance with apreference board organization structure of said preference board, saidpreference board organization structure corresponding to saidorganization structure of said play surface so as to attribute a rankingvalue to said at least one gift.
 16. The method of claim 15 wherein thestep of giving said one identifying marker from among said plurality ofidentifying markers comprises giving said one identifying marker havinga first side and a second side, said first side having at least oneunique identifying marker indicia, said unique identifying markerindicia corresponding to said one of a plurality of unique indicia ofsaid organization structure of said play surface, said second sidehaving one or more neutral indicia.
 17. The method of claim 16 whereinthe step of associating said at least one ranking marker comprisesassociating said at least one ranking marker having a first rankingmarker side and a second ranking marker side, said first ranking markerside being associated with a ranking value, said second side having oneor more neutral indicia.
 18. The method of claim 17 wherein the step ofassociating said at least one ranking marker comprises associating saidat least one ranking marker having a point value associated with saidranking value.
 19. The method of claim 18 further comprising the step ofpositioning a blocking card on said play surface such that other playersare prevented from receiving points in respect of one of said at leastone gift.
 20. The method of claim 19 further comprising the step ofpositioning a multiplication card on said play surface so as to increaseawarding of points in respect of one of said at least one gift.